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Field Manual · Damage & Resists

Damage, resists, EWAR, and field reads.

A fast field reference for damage types, resist holes, NPC pressure, drone families, EWAR, and baseline ship tendencies. Treat these as starting reads, not a magic scanner result. Real fits patch holes, swap tanks, use drugs, overheat, refit, or simply get weird. This section is new — please send feedback if something is off or missing.

Field rule: the best damage type is the one that hits the actual weakest layer of the actual fit in front of you. Use these as first reads, not a magic scanner result.

Damage types

EM

Hits shields hardest

Often punishes shield hooks and is common on Angel lasers, EM missiles, neutrals, and Amarr drones.

  • Multfrequecy / Imperial Navy / laser crystals
  • Mjolnir missiles
  • Curator / Infiltrator / Praetor drones

Thermal

Hits shields & armor

A secondary damage type that pressures both shield and armor — the signature damage family for Gallente drones and hybrid turrets.

  • Antimatter hybrid charges
  • Inferno missiles
  • Hobgoblin / Hammerhead / Ogre / Garde drones

Kinetic

Hits shields & armor

Common on Caldari missiles (doctrine, EM/kinetic damage mixes), and Caldari drones.

  • Scourge missiles
  • Spike / Iron projectile charges
  • Vespa / Wasp / Warden drones

Explosive

Hits armor hardest

Often punishes armor holes and is common on projectile ammo, explosive missiles, bombs, and Minmatar drones.

  • Barrage / Fusion projectile ammo
  • Nova missiles
  • Valkyrie / Berserker / Bouncer drones

NPC faction quick reference

Use this when picking mission/site ammo, building a basic tank, reading a hostile hull, or explaining why a pilot keeps melting in the wrong content. First damage chip = primary; faded = secondary.

Faction Deal Tank EWAR Notes & links
Angel Cartel
Pirate
Null / Low
Exp Kin
Exp Kin
Target painters
Usually the explosive/kinetic row players remember first. Expect speed and projectile-style pressure.
Blood Raiders
Pirate
Low / Null
EM Therm
EM Therm
Neuts Nosferatu Tracking disruption
Cap pressure matters. New pilots should learn why a neut can shut off repairers, prop mods, and tackle.
Guristas
Pirate
Null
Kin Therm
Kin Therm
ECM
ECM can break locks. Good early lesson for missile pressure and why backup plans matter.
Mordu’s Legion
Pirate
Low
Kin EM
Kin Therm
Missile pressure
Treat as missile-heavy. Damage selection and range control are more important than the row alone.
Rogue Drones
Pirate
Null
EM Therm
Exp Kin
Mixed
Drone sites vary. Use this as a starting point, then adjust if your tank or clear speed feels wrong.
Sansha’s Nation
Pirate
Null / WHs
EM Therm
EM Therm
Tracking disruption
Laser-style pressure. Turret pilots should learn what tracking disruption changes.
Sansha’s Nation (Incursion)
Pirate
Null / WHs
EM Kin Therm Exp
EM Kin Therm Exp
All
Omni expectations. Incursion fleets follow their own doctrine rules and fit standards.
Serpentis
Pirate
Low / Null
Kin Therm
Therm Kin
Sensor dampeners
Hybrid-style damage and damp pressure. Range and lock range both matter.
Equilibrium of Mankind
Pirate
Null
Kin Therm
Kin Therm
Mixed
Useful enough as kinetic/thermal until a more exact site-specific profile is available.
Khanid
Empire / Pirate-adjacent
Low
EM Therm
Therm EM
Missiles Cap pressure
Amarr-adjacent, but missile hulls and fit choices can shift pressure.
Mercenaries
NPC
Low
Kin Therm
Kin Therm
Varies
Treat generic mercenary content as mixed enough to verify on-grid rather than trusting one rule.
Sleepers
Wormhole / Drifter-adjacent
WHs
EM Kin Therm Exp
EM Kin Therm Exp
Neuts Scrams Webs
Omni tank and strong awareness habits. Sleepers are a good reason to learn probes and D-scan properly.
Amarr Empire
Empire
High / Low
EM Therm
EM Therm
Neuts Tracking disruption
Empire baseline. Player Amarr hulls still depend heavily on fit and tech level.
Caldari State
Empire
High / Low
Kin Therm
Kin Therm
ECM
Missiles and shields are the lesson path here. Expect kinetic bias from many Caldari hulls.
Gallente Federation
Empire
High / Low
Kin Therm
Kin Therm
Sensor dampeners
Hybrid turrets and drones make thermal/kinetic the default mental model.
Minmatar Republic
Empire
High / Low
Exp Kin
Exp Kin
Target painters
Projectile ammo can change damage. Treat explosive as the first guess, not the only answer.
CONCORD
Empire
Any
Kin Therm
EM Kin Therm Exp
Omni response
Not a normal PvE target. For new pilots, the lesson is criminal flags and safety settings.

Drone damage families

RaceDamageLightMediumHeavySentryNote
Amarr
EM
Acolyte Infiltrator Praetor Curator EM pressure; often used when shield holes matter.
Caldari
Kin
Hornet Vespa Wasp Warden Kinetic pressure; common in missile-flavored doctrine thinking.
Gallente
Therm
Hobgoblin Hammerhead Ogre Garde Thermal pressure; very common general-purpose damage choice.
Minmatar
Exp
Warrior Valkyrie Berserker Bouncer Explosive pressure; useful into many armor holes and fast tackle situations.

Player hull resist tendencies

Baseline tendencies for common racial hull assumptions. Use them to ask a better question, not to stop thinking. Left border: Armor   Shield   Mixed

Faction Tank Tech Layer tested Shoot this Notes
Armor-primary hulls
Gallente Armor T1 Shield
EM Therm
Shield Gallente is uncommon outside polarized, bait, or meme fits.
Gallente Armor T1 Armor
Exp Kin Therm
Explosive hole is the classic armor read unless rigs patch it.
Gallente Armor T2 Armor
Exp EM
T2 resists can be very high in thermal/kinetic; avoid assuming raw T1 holes.
Amarr Armor T1 Armor
Exp Kin Therm
Amarr armor has better explosive than Gallente, but explosive/kinetic pressure is still common.
Amarr Armor T2 Armor
Therm EM
T2 Amarr can flip the usual expectation; verify before committing.
Shield-primary hulls
Caldari Shield T1 Shield
EM Therm Kin
Large EM/Thermal shield hole unless fit patches it.
Caldari Shield T2 Shield
EM Exp
Thermal/kinetic can be much stronger on T2 hulls.
Caldari Shield T1 Armor
Exp Kin
Armor Caldari is uncommon, but the explosive armor hole still matters.
Minmatar Shield T1 Shield
EM Therm Kin
Minmatar can shield or armor. First read is only a first read.
Minmatar Shield T2 Shield
Kin Exp
T2 shield profiles may reward kinetic/explosive instead of raw EM.
Minmatar Shield T1 Armor
Exp Kin Therm
Armor-fit Minmatar exists often enough that hull context matters.

EWAR quick guide

Fight-ender

ECM

Breaks target locks when successful. Tackle, weapons, reps, and target painters all stop applying while jammed.

Counter ECCM modules · racial jammer resist rigs · close range to reduce jam chance · multibox logi that doesn't need to lock you
Fight-shaper

Sensor dampeners

Reduce lock range or lock speed. If you cannot lock far enough, range control defines the fight — you kite or you die.

Counter Short-range engagement · signal amplifiers · ships with high base sensor strength · burn under their guns
Fight-shaper

Tracking disruption

Hurts turret tracking or optimal/falloff. Missiles are unaffected. Pilots should learn when transversal is helping or hurting them.

Counter Missile ships ignore TD · reduce transversal · switch to shorter range ammo · tracking computers
Fight-ender

Neuts, scrams, webs

Cap pressure kills prop mods and active tanks. Scrams shut down warp and MJD. Webs decide who controls the range.

Counter Passive tank vs neuts · cap batteries · anti-tackle fits · longer point range · RLML/missile kiting
🎯 Understand fights

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